inducements

The rule below is valid for this "named inducements": Star Player, Wizard, (in)famous coaching staff, Biased Referee.

tag Name Type Qty Edition Team Cost Description
tag Name Type Qty Edition Team Cost Description
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannTEMP AGENCY CHEERLEADERSCommon0-4GW20Any20,000 Simply increase the team’s number of cheerleaders by the number Induced, up to a maximum of 16 in total, for the duration of the game. At the end of the game, any Temp Agency Cheerleaders will leave the team.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannBLOODWEISER KEGSCommon0-2GW20Any50,000 For each Bloodweiser Keg Induced, you may apply a +1 modifier to the result of any dice rolls made during this game when rolling to see if any of your players recovers from being KO’d. Bloodweiser Kegs benefit all players currently on the team, including Journeymen, Star Players and Mercenaries.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannPART-TIME ASSISTANT COACHESCommon0-3GW20Any20,000 Simply increase the team’s number of assistant coaches by the number Induced, up to a maximum of nine in total, for the duration of the game. At the end of the game, any Part-time Assistant Coaches will leave the team.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannWEATHER MAGECommon0-1GW20Any30,000 A Weather Mage is not a Wizard Inducement and a coach may Induce both a Weather Mage and a Wizard of some sort. You may use a Weather Mage once per game, at the start of any one of your team turns, before activating any of your players. Roll on the Weather table, applying a modifier of +1 or +2, or -1 or -2 if desired. The resulting weather conditions are applied immediately and will last until the end of the opposition’s next team turn, replacing the existing weather conditions. At the end of opposition’s next team turn or the end of the drive (whichever comes first), the replaced weather conditions will return.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannSPECIAL PLAYSCommon0-5GW20Any100,000 Each Special Plays Inducement purchased gives you one Special Plays card to use during the game ahead. Cards are drawn from one or more of the Special Plays card decks during the Inducements step of the pregame sequence:
  • Each Special Plays Inducement purchased allows you to draw cards from a single deck.
  • The deck from which cards are drawn is determined by rolling a D6 and consulting the table below.
  • For each separate Special Plays Inducement purchased, roll again on the table below.
  • There is no limit to how many cards may be drawn from each deck, but if the second roll or any subsequent rolls give a duplicated result, you may re-roll the D6. If the D6 is re-rolled, you must accept the result of the re-roll.
Special Plays Cards Roll a D6, and check the following table:
  1. Random Events
  2. Dirty Tricks
  3. Magic Memorabilia
  4. Heroic Feats
  5. Benefits of Training
  6. Miscellaneous Mayhem
CARD SELECTION: Once the D6 has been rolled, the appropriate Special Plays card deck is shuffled and two cards are drawn from the top. You may then read both cards before choosing one to keep and one to discard.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannEXTRA TEAM TRAININGCommon0-8GW20Any100,000 Each Extra Team Training session grants the team an extra team re-roll for each half of this game.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannBRIBESCommon0-3GW20Any100,000
50,000*
To use a Bribe, roll a D6. On a roll of 2-6, the Bribe is effective and the player is not Sent-off (and no Turnover is caused), but on a roll of 1 the Bribe is wasted and the referee’s decision still stands! Each Bribe may be used once per game. A single Bribe may be used after an attempt to Argue the Call has been made. However, if a 1 was rolled when attempting to Argue the Call and the head coach ejected, no Bribe may be used this time!
*50,000 GOLD PIECES FOR TEAMS WITH THE 'BRIBERY AND CORRUPTION' SPECIAL RULE.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Ogre, Old World Alliance, Orc, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Vampire, Daemons of Khorne, SlannWANDERING APOTHECARIESCommon0-2GW20Any that can buy an Apothecary100,000 Wandering Apothecaries follow all the rules for normal apothecaries. However, unlike a normal apothecary, a Wandering Apothecary may attempt to patch-up any Journeymen or Mercenary players the team includes, but cannot attempt to patch up a Star Player.
Vampire, Tomb Kings, Shambling Undead, Necromantic HorrorMORTUARY ASSISTANTCommon0-1GW20Sylvanian Spotlight100,000 A Mortuary Assistant may be used once per game to re-roll one failed Regeneration roll for any player currently on the team, including Journeymen, but not including Mercenaries or Star Players.
NurglePLAGUE DOCTORCommon0-1GW20Favoured of Nurgle100,000 Once per game, a Plague Doctor may be used to re-roll one failed Regeneration roll for a player on their team. Alternatively, once per game the Plague Doctor may be used in exactly the same way as an apothecary when any player on their team is Knocked-out. Plague Doctors benefit all players currently on the team, including Journeymen, but not including Mercenaries or Star Players.
Snotling, OgreRIOTOUS ROOKIESCommon0-1GW20Low Cost Lineman100,000 Regardless of how many players are available for this game and in addition to any Journeymen the team gains for free to make up for any lack of players, your team gains an additional 2D3+1 Journeymen for this game. These fresh-faced young hopefuls may take the number of players on your Team Draft list temporarily above 16. They are normal Journeyman players in every other respect and unless hired in the post-game sequence, they will be sent on their merry way once the game has ended.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannHALFLING MASTER CHEFCommon0-1GW20Any300,000
100,000*
At the start of both the first and second half, after step 2 but before step 3 of the Start of Drive sequence, roll three D6. For each roll of a 4+, your team is so inspired they gain an extra team re-roll for this half. In addition, the opposing team is so distracted that for each roll of a 4+, they will lose one of their team re-rolls for this half.
*100,000 GOLD PIECES FOR TEAMS WITH THE 'HALFLING THIMBLE CUP' SPECIAL RULE.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannMERCENARY PLAYERSCommonunlimitedGW20Anyvaries You may Induce Mercenary players to your team for a single game, chosen from your Team Roster, at 30,000 gold pieces more than the player would normally cost. The normal limits on the total number of players allowed on a team and in each position apply to Mercenaries. However, players that are missing the game due to injury do not count towards the number of players on the team, so they are not counted when working out how many Mercenaries a team can have. All Mercenaries have the Loner (4+) trait. In addition, a Mercenary may be given one additional Primary skill selected from those available to a player of that position, at an additional cost of 50,000 gold pieces. Mercenaries do not earn Star Player points and cannot be awarded the MVP for the game. Unlike Journeymen, Mercenaries cannot be permanently hired during the post-game sequence.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannSTAR PLAYERSCommon0-2GW20Anyvaries You can find a detailed list of available Star Players here.
Star Players may not take the number of players in the team to more than 16. However, players that are missing the game due to injury do not count towards the number of players on the team, so they are not counted when working out how many Star Players a team can have.
It is possible for both teams to hire the services of the same Star Player:
  • If this happens during a game that is part of a league, neither team can field the Star Player but the Star Player will keep both hiring fees.
  • If this happens during exhibition play, both teams can field the Star Player – one team has clearly hired a ringer!
Star Players do not earn Star Player points and cannot be awarded the MVP for the game. Star Players can never gain advancements.
Black Orc, Goblin, Ogre, Orc, Snotling, Chaos DwarfWAAAGH! DRUMMERCommon0-1GW20 (DZ)Badlands Brawl50,000 At the start of each drive, after the Kick-off event has been resolved but before the ball itself lands, roll 3D6. For each roll of a 4+, one player on the opposing team can be pushed back one square towards their own End Zone, exactly as if a Push Back block dice result had been applied against them. The same player can be pushed back more than once by this Inducement.
NurgleCAVORTING NURGLINGSCommon0-3GW20 (DZ)Favoured of Nurgle30,000 At the beginning of the game, a team may increase its Fan Factor by +1 for each swarm of Cavorting Nurglings it has Induced. In addition, for the duration of this game, a team may increase its number of cheerleaders by the number of Cavorting Nurglings Induced.
Dwarf, Chaos Dwarf, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, NorseDWARFEN RUNESMITHCommon0-1GW20 (DZ)Old World Classic, Worlds Edge Superleague50,000 During each Start of Drive sequence, after Step 2 but before Step 3, you can select a single player on your team that is currently on the pitch that does not have the Loner (X+) trait and choose one of the following runes. Then roll a D6:
  • On a roll of 4+, the rune takes effect, but you cannot attempt to use the Runesmith again at the start of a later drive.
  • On a roll of 2 or 3, the rune does not work, but you can attempt to use the Runesmith again at the start of a later drive.
  • On a roll of 1, the rune does not work, and you cannot attempt to use the Runesmith again at the start of a later drive.
DWARFEN RUNES
Rune of Might
Until the end of this drive, the chosen player gains the Mighty Blow (+1) skill.
Rune of Fury
Until the end of this drive, the chosen player gains both the Dauntless and Frenzy skills.
Rune of Speed
Until the end of this drive, the chosen player gains both the Sprint and Sure Feet skills.
Rune of Iron
Until the end of this drive, the chosen player’s Armour Value is increased by 1 (to a maximum of 11+) and they gain the Stand Firm skill.
Rune of Impact
Until the end of this drive, the chosen player gains both the Juggernaut and Horns skills.
Dwarf, Chaos Dwarf, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse, HalflingHALFLING HOT POTCommon0-1GW20 (DZ)Old World Classic, Halfling Thimble Cup80,000
60,000*
A Hot Pot can be used once per game, launching a cauldron of piping-hot stew onto the opposition. The Hot Pot may be used immediately after any of the opposition’s team turns has ended. Choose a target square anywhere on the pitch and roll a D6:
  • On a roll of 6, the shot is on target.
  • On a roll of 2-5, the shot is off target – the target square is moved D3 squares in a direction determined by rolling a D8 and referring to the Random Direction template.
  • On a roll of 1, something has gone horribly wrong and the Hot Pot has misfired in the team dugout. D3 randomly selected players in the Reserves box immediately become KO’d and moved to the Knockedout box.
A player in the target square is automatically hit by the Hot Pot itself. If a Standing player is hit, they are Knocked Down. If a Prone or Stunned player is hit, an Armour roll is made against them. In either case, you may apply a +2 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made. Additionally, roll a D6 for each Standing player (from either team) that is in a square adjacent to the target square:
  • On a roll of 4+, the player has been hit by the mess of stew that showers out of the Hot Pot.
  • On a roll of 1-3, the player manages to avoid being hit. Any Standing player hit in this way is Placed Prone.
*60,000 GOLD PIECES FOR TEAMS WITH THE 'HALFLING THIMBLE CUP' SPECIAL RULE.
Dwarf, Chaos Dwarf, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse, HalflingMASTER OF BALLISTICSCommon0-1GW20 (DZ)Old World Classic, Halfling Thimble Cup40,000
30,000*
During Step 2 of every Start of Drive sequence, the Master of Ballistics can attempt to advise the kicker. After placing the ball but before rolling for deviation, roll a D3 on the table opposite:
  • 1 Complete Misunderstanding: The kicker has rather missed the point, and the kick-off deviates as normal.
  • 2 Interesting Theory... The Master of Ballistics becomes side-tracked explaining the theory and runs out of time before the whistle. The distance the ball deviates is reduced by one square, from D6 squares to D6-1 squares (meaning there is a chance it won’t deviate at all if a 1 is rolled).
  • 3 Successful Practical Application: By Nuffle, the kicker’s grasped it! After rolling the dice for deviation, the kicking team’s coach can choose to modify the roll of either the D6 or the D8 by +1 or +2, or -1 or -2 as they wish, to a minimum of 1, and a maximum of 6 (for the D6) and 8 (for the D8).
*30,000 GOLD PIECES FOR TEAMS WITH THE 'HALFLING THIMBLE CUP' SPECIAL RULE.
Snotling, Goblin, Halfling, OgreBOTTLES OF HEADY BREWCommon0-3GW20Any belonging to Tear 340,000 At the start of a drive, after both teams have been set up but before the kick-off (between Step 1 and Step 2), randomly select D3 players with the Stunty trait that are currently set up on the pitch. For the remainder of this drive, those players gain the Dauntless and Frenzy skills and the Really Stupid (4+) trait.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannTEAM MASCOTCommon0-1GW20Any30,000 A team that includes a Team Mascot gains an extra team re-roll (a suitable model should be placed on your team reroll tracker). However, to use the Team Mascot re-roll you must first roll a D6:
  • On a roll of 1-4, the Team Mascot proves ineffective and, pelted by food wrappers and worse, retreats to the locker room. The Team Mascot re-roll is lost for this half of the game. However, you may use a normal team re-roll instead.
  • On a roll of 5+, the Team Mascot re-roll can be used, just like a normal team re-roll.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannMEDICINAL UNGUENTCommon0-1GW20Any60,000 Should a player on your team be removed from play having suffered a 10-12, Serious Injury result on the Casualty table, after any other attempts to heal that player have been made and have failed, you may use this Inducement. The player is immediately removed from the Casualty box and placed in the Reserves box of your dugout, having been miraculously healed by the liberal application of something that smells extremely suspicious. However, at the end of this game, the result of the Casualty roll is applied as normal.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannSIDE BETCommon0-1GW20AnyPRICE VARIES After Step 4, but before Step 5 of the pre-game sequence, you may place a bet of between 10,000 and 100,000 gold pieces that your team will win the game. Simply inform your opponent that the bet has been placed, and how much you are betting. Should your team win the game, you will receive double your stake back during Step 1 of the post-game sequence (for example, if you bet 20,000 gold pieces that your team would win, you will win 40,000 gold pieces if it does win). If, however, your team loses, the stake is lost (such is the risk of gambling)!
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannJOSEF BUGMAN0-2 (in)famous coaching staff0-1GW20Any50,000 BUGMAN’S XXXXXX
When rolling to see if Knocked-out players recover, rolls of a 1 can be re-rolled.
KEEN PLAYER
If Bugman’s team cannot set up 11 players at the start of a drive, Bugman may decide to join in himself! You can choose to set him up as part of your team. If you do so, he counts as part of the team for the duration of the drive. When the drive ends, Bugman is Sent-off for committing a Foul and has no further effect on the game – he cannot be used in a later drive. The Bugman’s XXXXXX, however, is not lost.
MA
5
ST
3
AG
3+
PA
6+
AV
9+
Skills
Loner (5+), Tackle, Thick Skull, Wrestle
Dark Elf, Elven Union, High Elf, Wood Elf, Lizardmen, Amazon, Norse, Slann, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse, Dwarf, Chaos DwarfKARI COLDSTEEL0-2 (in)famous coaching staff0-1GW20 (DZ)Elven Kingdom League, Lustrian Superleague, Old World Classic, Worlds Edge Superleague50,000 IF YOU WANT A JOB DONE…
Kari counts as two Temp Agency Cheerleaders. In addition, if her team cannot set up 11 players at the start of a drive, Kari may decide to “show ‘em how it’s done!”. Her team’s coach can choose to set her up as part of the team. If they do so, she counts as part of the team for the duration of the drive, and no longer counts as two Temp Agency Cheerleaders. When the drive ends, Kari is Sent-off. You cannot Argue the Call or use a Bribe to prevent this. She will play no further part in the game – she does not count as any Temp Agency Cheerleaders, and she cannot be used in a later drive.
MA
6
ST
2
AG
3+
PA
5+
AV
8+
Skills
Block, Dauntless, Frenzy, Loner (4+)
Chaos Chosen, Chaos Renegade, Nurgle, Chaos Dwarf, Daemons of Khorne, Goblin, Skaven, Snotling, Underworld DenizensPAPA SKULLBONES0-2 (in)famous coaching staff0-1GW20 (DZ)Favoured of..., Underworld Challenge80,000 BY THE POWER OF THE GODS!
At the start of each drive, after the teams have been set up but before the kick-off, Papa Skullbones can attempt to bless one player on his team (not a Mercenary or Star Player) with the power of the Chaos gods. Choose a player on your team from among those on the pitch, and roll a D8 on the table below. Any Skills gained are kept until the end of the drive; if the player already has both Skills, “By the Power of the Gods!” has no effect on them. A player cannot be chosen if a roll has already been made for them during this game.

D8 RESULTS TABLE:
  1. Unworthy: The player is struck down. The player is immediately removed from play and placed in the Knocked-out box of their team dugout.
  2. Overlooked: The chosen player is overlooked by the fickle gods. Randomly select another player from the same team, excluding players not on the pitch and players for whom a roll on this table has already been made, and roll on this table again.
  3. Freakish Proportions: The player gains the Big Hand and Very Long Legs skills.
  4. Grasping Tendrils: The player gains the Tentacles and Prehensile Tail skills.
  5. Horrific Visage: The player gains the Disturbing Presence and Foul Appearance skills.
  6. Grisly Bifurcation: The player gains the Extra Arms and Two Heads skills.
  7. Thorny Protrusions: The player gains the Claws and Horns skills.
  8. Favour of the Gods: The player gains two Skills of your choice, chosen from the Mutations category.
Dark Elf, Elven Union, High Elf, Wood ElfGALANDRIL SILVERWATER0-2 (in)famous coaching staff0-1GW20 (DZ)Elven Kingdom League40,000 GO TEAM!
Each time Galandril’s team rolls Cheering Fans on the Kick-off Event table, add D3 to the number of cheerleaders the team has – if the team does not have any cheerleaders, it counts as having one. In addition, each time Galandril’s team makes a roll on the Prayers to Nuffle table, if a natural 15 or 16 is rolled on the D16 (or, if a D8 is being rolled as in exhibition play, if a natural 8 is rolled), the team gains an additional team re-roll.
KROT SHOCKWHISKER0-2 (in)famous coaching staff0-1GW20 (DZ)Underworld Challenge70,000 A NEW PLAYTHI… ER, PATIENT!
Once per game, during Step 2 of the End of Drive sequence, Krot can experiment on a player who has been removed from play as a Casualty, in an attempt to get them back out there. Choose a player that is in the Casualty box of Krot’s team dugout (not a Mercenary or a Star Player). This may even be a player that has suffered a Casualty table result of 15-16, DEAD. Roll a D6 on the table opposite and apply the result to the chosen player:
  • 1 There Were… Complications: The player’s condition has worsened. The coach of the opposing team rolls on the Casualty table to determine exactly what has happened to the player. The result of this roll is applied immediately, in addition to any other Casualty table results already applied. Note that multiple Miss Next Game results do not stack.
  • 2-3 Useless Flesh-thing! Krot’s tinkering has no effect and the player remains in the Casualty box.
  • 4-5 Flawed Execution: The player is returned to the Reserves box and can be set up with the rest of the team. However, until the end of the next drive, they gain the Really Stupid (4+) trait. If they already have the Really Stupid (4+) trait, it is replaced with the Really Stupid (5+) trait. At the end of this drive, the player is returned to the Casualty box, where the effects of the Casualty roll that was previously made against them are applied as normal.
  • 6 Witness Perfection! The player is returned to the Reserves box and can be set up with the rest of the team. At the end of this drive, the player is returned to the Casualty box, where the effects of the Casualty roll that was previously made against them are applied as normal.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannAYLEEN ANDAR0-2 (in)famous coaching staff0-1GW20 (DZ)Any100,000 THIS KID HAS REAL POTENTIAL!
If your team took on any Journeymen during Step 3 of the pre-game sequence, Ayleen will ensure that they are the best, and all are eager to impress!
Roll a D6 for each, applying a -1 modifier to the roll for each Journeyman taken on:
  • On a roll of 1 or less, the Journeyman is a team player, but doesn’t show any particular talent. The Journeyman loses the Loner (4+) trait.
  • On a roll of 2-5, the Journeyman has some potential. The Journeyman gains a single randomly selected Skill from one of their Primary skill categories.
  • On a roll of 6, Ayleen has produced a player with real star quality! The Journeyman gains two randomly selected Skills from one of their Primary skill categories.
Each Journeyman counts towards CTV as normal; their value does not increase for any Skills they may have. Journeymen provided by Ayleen may be permanently hired during Step 4 of the post-game sequence as normal, but doing so will cost an additional 10,000 gold pieces per Skill.
Necromantic Horror, Shambling Undead, Tomb King, VampirePROFESSOR FRÖNKELHEIM0-2 (in)famous coaching staff0-1GW20 (DZ)Sylvanian Spotlight130,000 HAVE YOU THOUGHT ABOUT AN UPGRADE?
During the pre-game sequence, after Step 4 but before Step 5, randomly select D3 players on your team that are eligible to play during this game. These players have been modified by the professor.
Until the end of this game, each selected player gains a single randomly selected Skill from the Mutations category. However, at the start of Step 3 of the post-game sequence, roll a D6 for each of these players (unless they suffered, and did not recover from, a Casualty table result of 15-16, DEAD during the game):
  • On a roll of 1, the experiment proves a bit of a failure, really. The player immediately loses the Skill. In addition, the player must miss the next game, exactly as if they had suffered a Casualty table result of 7-9, Seriously Hurt, during this game.
  • On a roll of 2-5, the experiment proved only a shortlived success. The player immediately loses the Skill.
  • On a roll of 6, the professor’s experiments have proven a total success! The player retains the Skill without having to spend any SPP (note that you must adjust their Current Value accordingly, as if the player had randomly selected a Secondary skill).
Goblin, Skaven, Snotling, Underworld Denizens, Black Orc, Goblin, Ogre, Orc, Snotling, Chaos Dwarf, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, NorseMUNGO SPINECRACKER0-2 (in)famous coaching staff0-1GW20 (DZ)Badlands Brawl, Old World Classic, Underworld Challenge80,000 I’M FINE THANKS, MUNGO!
Whenever a player on your team suffers an Injury result of 8-9, KO’d (or of 7-8, KO’d on the Stunty Injury table), you may roll a D6 before removing them from play:
  • On a roll of 1, the player’s protestations fall upon deaf ears and Mungo ‘treats’ his patient. The player becomes a casualty and is immediately removed from play and placed in the Casualty box of their team dugout. No Casualty roll is made. Instead, a Badly Hurt result is automatically applied against them.
  • On a roll of 2-4, the player is badly pummelled but suffers neither lasting harm nor noticeable benefit. The player is removed from play and placed in the Knocked-out box of your team dugout as normal.
  • On a roll of 5 or 6, the player regains their senses remarkably quickly and is able to fend off the ministrations of the Orc. The player remains on the pitch and becomes Stunned.
Goblin, Skaven, Snotling, Underworld Denizens, Black Orc, Goblin, Ogre, Orc, Snotling, Chaos DwarfFINK DA FIXER0-2 (in)famous coaching staff0-1GW20 (DZ)Badlands Brawl, Underworld Challenge90,000 YOU GOT IT, BOSS!
Once per game, when your team uses a Bribe, you may re-roll the D6 to see if the Bribe is effective. In addition, when rolling on the Argue the Call table, a coach who has hired Fink treats a roll of 5 or 6 as a “Well, When You Put It Like That…” result and a roll of 2-4 as an “I Don’t Care!” result. However, on a “You’re Outta Here!” result, Fink is Sent-off along with the coach and will play no further part in the game.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannSCHIELUND SCHARLITAN0-2 (in)famous coaching staff0-1GW20 (DZ)Any90,000 I’LL MAKE YOU A STAR!
During the pre-game sequence, after Step 4 but before Step 5, randomly select D3 players on your team that are eligible to play during this game. These players have been approached by Scharlitan, and his interest is having a noticeable effect on their attitude!
Until the end of this game, each selected player gains the Pro skill. However, at the start of Step 3 of the post-game sequence, roll a D6 for each of these players (unless they suffered, and did not recover from, a Casualty table result of 15-16, DEAD during the game):
  • On a roll of 1, that player has begun to act like they are the next big thing. The agent tires of his client and drops them, but the exposure has gone to their head. The player gains the Loner (2+) trait.
  • On a roll of 2-5, the agent simply drops the player from his books. They might be disappointed, but they’ll get over it.
  • On a roll of 6, the agent tires of his client and drops them, but the exposure has been good for them. The player permanently retains the Pro skill without having to spend any SPP (note that you must adjust their Current Value accordingly, as if the player had chosen a Primary skill).
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannHIRELING SPORTS-WIZARD0-1 Wizard0-1GW20Any150,000 Once per game, a Hireling Sports-Wizard may cast one of the following spells:

FIREBALL
You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Choose a target square anywhere on the pitch and roll a D6 for each Standing player (from either team) that occupies either the target square or a square adjacent to it:
  • On a roll of 4+, the player has been hit by the Fireball.
  • On a roll of 1-3, the player manages to avoid the Fireball.
Any Standing players hit by the Fireball are Knocked Down. When a player is Knocked Down by a Fireball, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.

ZAP!
You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Target any opposition player and roll a D6:
  • If the roll is equal to or higher than the player’s Strength characteristic, or is a natural 6, that player turns into a frog for the remainder of the drive, after which their coach will secure emergency magical assistance to turn the player back into their original form.
  • If the roll is lower than the player’s Strength characteristic, the player develops a fresh crop of warts, but the spell has no further effect.
If the player was in possession of the ball when they were turned into a frog, it is dropped and will bounce. When a roll on the Casualty table is required against the frog, no roll is made. Instead, it is automatically treated as if a Badly Hurt result had been rolled. The frog must miss the rest of the game and cannot be patched-up by an apothecary (because it's a frog!). At the end of the game, the player is returned to normal shape with no ill effects.
The frog has the following profile:
MA
5
ST
1
AG
2+
PA
-
AV
5+
Skills
Dodge, Leap, No Hands, Stunty, Titchy, Very Long Legs
Goblin, Skaven, Snotling, Underworld Denizens, Chaos Chosen, Chaos Renegade, Nurgle, Chaos Dwarf, Daemons of KhorneCHAOS SORCERER0-1 Wizard0-1GW20 (DZ)Favoured Of..., Underworld Challenge150,000 Once per game, a Wizard may cast one of the following spells:

THUNDERBOLT
You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Target any Standing opposition player anywhere on the pitch, and roll a D6:
  • On a roll of 3+, the player has been hit by the Thunderbolt.
  • On a roll of 1 or 2, the player manages to duck or dodge the attack.
A Standing player hit by a Thunderbolt is Knocked Down. When a player is Knocked Down by a Thunderbolt, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.

RAMPANT MUTATION
You may cast this spell at the start of any of the opposition’s team turns. Choose a player on your team from among those on the pitch, and roll a D6:
  • On a roll of 2+, until the end of this drive that player gains two Mutation skills of your choice.
  • On a roll of 1, the player becomes a writhing mass of flesh as raw chaos energy flows through them momentarily. The player gains the Disturbing Presence skill until the end of this drive.
Dark Elf, Elven Union, High Elf, Wood Elf, Chaos Chosen, Chaos Renegade, Nurgle, Chaos Dwarf, Daemons of KhorneDRUCHII SPORTS SORCERESS0-1 Wizard0-1GW20 (DZ)Favoured Of..., Elven Kingdom League150,000 Once per game, a Wizard may cast one of the following spells:

THUNDERBOLT
You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Target any Standing opposition player anywhere on the pitch, and roll a D6:
  • On a roll of 3+, the player has been hit by the Thunderbolt.
  • On a roll of 1 or 2, the player manages to duck or dodge the attack.
A Standing player hit by a Thunderbolt is Knocked Down. When a player is Knocked Down by a Thunderbolt, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.

ONE THOUSAND CUTS
You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. Target any opposition player anywhere on the pitch, and roll a D6:
  • On a roll of 3+, the player is hit by a swirling storm of incorporeal dark magic.
  • On a roll of 1 or 2, the magic engulfs the player briefly before the spell dissipates harmlessly.
Until the end of this drive, the MA, ST, and AG characteristics of a player hit by One Thousand Cuts are reduced by 1.
Dark Elf, Elven Union, High Elf, Wood ElfASUR HIGH MAGE0-1 Wizard0-1GW20 (DZ)Elven Kingdom League150,000 Once per game, a Wizard may cast one of the following spells:

TEMPORAL DISTORTION
You may cast this spell immediately after any of the opposition’s team turns has ended. Both turn markers must move in the same direction. Declare whether you wish to move the turn markers forwards one space or backwards one space and roll a D6:
  • On a roll of 5+, the spell is successful and the turn markers are moved.
  • On a roll of 1-4, the stadium fills with light and the strangely localised effects cause the High Mage to rapidly age or become unexpectedly more youthful, but otherwise the spell has no effect.
THUNDERBOLT
You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Target any Standing opposition player anywhere on the pitch, and roll a D6:
  • On a roll of 3+, the player has been hit by the Thunderbolt.
  • On a roll of 1 or 2, the player manages to duck or dodge the attack.
A Standing player hit by a Thunderbolt is Knocked Down. When a player is Knocked Down by a Thunderbolt, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Dark Elf, Elven Union, High Elf, Wood ElfSLANN MAGE-PRIEST0-1 Wizard0-1GW20 (DZ)Lustrian Superleague150,000 Once per game, a Wizard may cast one of the following spells:

TEMPORAL DISTORTION
You may cast this spell immediately after any of the opposition’s team turns has ended. Both turn markers must move in the same direction. Declare whether you wish to move the turn markers forwards one space or backwards one space and roll a D6:
  • On a roll of 5+, the spell is successful and the turn markers are moved.
  • On a roll of 1-4, the stadium fills with light and the strangely localised effects cause the High Mage to rapidly age or become unexpectedly more youthful, but otherwise the spell has no effect.
TECTONIC SHIFT
You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. For the duration of this team turn, there is a -1 modifier applied to the dice roll every time an opposition player attempts to Rush. Note that this modifier applies alongside any other modifiers that apply to attempts to Rush.

REALITY BLINKS
You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Choose two Standing players from your team that do not have the Loner (X+) trait and that are not in possession of the ball from among those on the pitch, and roll a D6:
  • On a roll of 3+, these two players immediately switch places.
  • On a roll of 1 or 2, the players become slightly transparent as they waver between realities! Until the start of your next team turn, these two players lose their Tackle Zone and gain the No Hands trait.
Nurgle, Goblin, Skaven, Snotling, Underworld DenizensHORTICULTURALIST OF NURGLE0-1 Wizard0-1GW20 (DZ)Favoured of Nurgle, Underworld Challenge150,000 Once per game, a Wizard may cast one of the following spells:

VIGOROUS GROWTH
You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. For the duration of this team turn, there is a -2 modifier applied to the dice roll every time an opposition player attempts to Rush. Note that this modifier applies alongside any other modifiers that apply to attempts to Rush.

STRANGE FLORA
  • On a roll of 3+, the player is unexpectedly attacked by daemonic plants of prodigious size that erupt from the loamy earth before rapidly rotting away to nothing.
  • On a roll of 1 or 2, the player manages to duck and avoid the attacking flora.
Any Standing players hit by Strange Flora are Knocked Down. When a player is Knocked Down by Strange Flora, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Necromantic Horror, Shambling Undead, Tomb King, VampireSPORTS NECROTHEURGE0-1 Wizard0-1GW20 (DZ)Sylvanian Spotlight150,000 Once per game, a Wizard may cast one of the following spells:

INCORPOREAL
You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. Target any Standing opposition player anywhere on the pitch, and roll a D6:
  • On a roll of 3+, the player is hit and becomes strangely incorporeal!
  • On a roll of 1 or 2, the player briefly becomes eerily luminous, before the spell dissipates harmlessly.
A player hit by Incorporeal gains the No Hands trait and, if they are in possession of the ball, will immediately drop it, causing it to bounce. Additionally, the player loses their Tackle Zone. The effects of Incorporeal last until the start of the opposition’s next team turn.

VANHALABLE’S DANSE MACABRE
You may cast this spell immediately after any of the opposition’s team turns has ended. Roll a D6:
  • On a roll of 3+, your players are suffused with dark vitality. During this team turn, each Lineman positional player on your team that is currently on the pitch (including Journeymen) may improve either their MA, AG or PA by 1. You may choose which of these three bonuses each affected player gains when that player is activated.
  • On a roll of 1 or 2, the sky darkens and the players jerk and spasm furiously, but the spell has no further effect.
Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, Norse, Necromantic Horror, Shambling Undead, Tomb King, Vampire, Goblin, Skaven, Snotling, Underworld DenizensWICKED WITCH0-1 Wizard0-1GW20 (DZ)Old World Classic, Sylvanian Spotlight, Underworld Challenge150,000 Once per game, a Wizard may cast one of the following spells:

ZAP!
You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Target any opposition player and roll a D6:
  • If the roll is equal to or higher than the player’s Strength characteristic, or is a natural 6, that player turns into a frog for the remainder of the drive, after which their coach will secure emergency magical assistance to turn the player back into their original form.
  • If the roll is lower than the player’s Strength characteristic, the player develops a fresh crop of warts, but the spell has no further effect.
If the player was in possession of the ball when they were turned into a frog, it is dropped and will bounce. When a roll on the Casualty table is required against the frog, no roll is made. Instead, it is automatically treated as if a Badly Hurt result had been rolled. The frog must miss the rest of the game and cannot be patched-up by an apothecary (because it's a frog!). At the end of the game, the player is returned to normal shape with no ill effects.
The frog has the following profile:
MA
5
ST
1
AG
2+
PA
-
AV
5+
Skills
Dodge, Leap, No Hands, Stunty, Titchy, Very Long Legs
PLAGUE OF WARTS
You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. Target any opposition player anywhere on the pitch, and roll a D6:
  • On a roll of 3+, the player is hit and their skin unexpectedly erupts into a mass of warts.
  • On a roll of 1 or 2, the player develops a few unsightly blemishes, but is otherwise unaffected.
Until the end of this drive, the MA, ST, and AG characteristics of a player hit by Plague of Warts are reduced by 1. Additionally, until the end of this drive, a player hit by Plague of Warts gains the Disturbing Presence and Foul Appearance skills.
Goblin, Skaven, Snotling, Underworld DenizensWARLOCK ENGINEER0-1 Wizard0-1GW20 (DZ)Underworld Challenge150,000 Once per game, a Wizard may cast one of the following spells:

WARP LIGHTNING
You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Choose any square that is adjacent to one of the Sidelines to be the Warp Lightning’s starting point. The Warp Lightning follows a path from one Sideline to the other, moving in a straight line from its starting point directly towards the opposite Sideline. Roll a D6 for every Standing player (from either team) that occupies a square in the Warp Lightning’s path:
  • On a roll of 3+, the player has been hit by the Warp Lightning.
  • On a roll of 1 or 2, the player is lucky and the bolt zips overhead.
Any Standing players hit by the Warp Lightning are Knocked Down. When a player is Knocked Down by Warp Lightning, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Finally, when a player is Knocked Down by Warp Lightning, roll a D6. On a roll of 1, the Warp Lightning is earthed through the player. Do not roll to see if any more players are hit. On a roll of 2+, the Warp Lightning continues along its path, as described above.

THUNDERBOLT
You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Target any Standing opposition player anywhere on the pitch, and roll a D6:
  • On a roll of 3+, the player has been hit by the Thunderbolt.
  • On a roll of 1 or 2, the player manages to duck or dodge the attack.
A Standing player hit by a Thunderbolt is Knocked Down. When a player is Knocked Down by a Thunderbolt, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.

Black Orc, Goblin, Ogre, Orc, Snotling, Chaos DwarfOGRE FIREBELLY0-1 Wizard0-1GW20 (DZ)Badlands Brawl150,000 Once per game, a Wizard may cast one of the following spells:

FIREBALL
You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Choose a target square anywhere on the pitch and roll a D6 for each Standing player (from either team) that occupies either the target square or a square adjacent to it:
  • On a roll of 4+, the player has been hit by the Fireball.
  • On a roll of 1-3, the player manages to avoid the Fireball.
Any Standing players hit by the Fireball are Knocked Down. When a player is Knocked Down by a Fireball, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.

COLUMN OF FIRE
You may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Choose any square that is adjacent to one of the Sidelines to be the Column of Fire’s starting point. The Column of Fire follows a path from one Sideline to the other, moving in a straight line from its starting point directly towards the opposite Sideline. Roll a D6 for every Standing player (from either team) that occupies a square in the Column of Fire’s path:
  • On a roll of 4+, the player has been hit by the Column of Fire.
  • On a roll of 1-3, the player is able to duck and avoid the Column of Fire.
Any Standing players hit by the Column of Fire are Knocked Down. When a player is Knocked Down by the Column of Fire, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Black Orc, Goblin, Ogre, Orc, Snotling, Chaos Dwarf, Goblin, Skaven, Snotling, Underworld DenizensNIGHT GOBLIN SHAMAN0-1 Wizard0-1GW20 (DZ)Badlands Brawl, Underworld Challenge150,000 Once per game, a Wizard may cast one of the following spells:

FOOT OF GORK (OR MORK)
You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. Target any Standing opposition player anywhere on the pitch, and roll a D6:
  • On a roll of 6, the player has been kicked by the Foot of Gork (or Mork)!
  • On a roll of 3-5, the player has been stomped on by the Foot of Gork (or Mork).
  • On a roll of 1 or 2, the player is lucky and the Foot of Gork (or Mork) swings harmlessly over their head.
A Standing player kicked by the Foot of Gork (or Mork) is immediately catapulted through the air. Immediately treat that player as being thrown (as if they had the Right Stuff trait, and as if their Strength is 3 or less should their Strength be 4 or more) by another player (with the Throw Team-mate trait and a Strength of 5 or more), and treat the quality of the throw as terrible.
A Standing player stomped on by the Foot of Gork (or Mork) is Knocked Down. When a player is Knocked Down by the Foot of Gork (or Mork), you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.

SPORE CLOUD
You may cast this spell at the start of any of the opposition’s team turns, before any player is activated. Target any Standing opposition player anywhere on the pitch, and roll a D6:
  • On a roll of 2+, the player is engulfed by a cloud of Madcap Mushroom spores. Until the end of this drive, the player gains both the Loner (5+) and Really Stupid traits.
  • On a roll of 1, the player begins to sprout strange fungus from their armour, before the spell dissipates harmlessly.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannHoratio X. Schottenheim, Master Mage0-1 Wizard0-1GW20 (DZ)Any150,000 Once per game, a Wizard may cast one of the following spells:

TAKE THIS! OOOPS...
Horatio conjures up a fireball spell and flings it with his legendarily poor aim in the general direction of the action on the pitch. Horatio may cast this spell either at the start of any of the opposition’s team turns, before any player is activated, or immediately after any of the opposition’s team turns has ended. Choose a target square anywhere on the pitch. The target square is moved D3 squares in a direction determined by rolling a D8 and referring to the Random Direction template. After moving the target square, roll a D6 for each Standing player (from either team) that is either in the target square or a square adjacent to it:
  • On a roll of 4+, the player has been hit by the Fireball.
  • On a roll of 1-3, the player manages to avoid the Fireball.
Any Standing players hit by the Fireball are Knocked Down. When a player is Knocked Down by a Fireball, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannBIASED REFEREE INDUCEMENT0-1 Biased Referee0-1GW20Any120,000
80,000*
CLOSE SCRUTINY
If any player on the opposing team commits a Foul without rolling a double when making either the Armour roll or Injury roll, roll a D6:
  • On a roll of 5+, the Biased Referee spots the Foul and the player is Sent-off, exactly as if they had rolled a double (i.e., the opposing coach may use a Bribe if one is available and may attempt to Argue the Call).
  • On a roll of 1-4, the player manages to avoid the ref’s attention.
"I DIDN’T SEE A THING!"
When rolling on the Argue the Call table, you may apply a +1 modifier to the dice roll.
*80,000 GOLD PIECES FOR TEAMS WITH THE 'BRIBERY AND CORRUPTION' SPECIAL RULE:
Lizardmen, Amazon, Norse, Slann, Dwarf, Halfling, Human, Imperial Nobility, Ogre, Old World Alliance, NorseRANULF 'RED' HOKULI0-1 Biased Referee0-1GW20 (DZ)Lustrian Superleague, Old World Classic130,000 'RED' CARD
When suitably remunerated, Ranulf will keep a particularly close eye on one of the teams. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
  • On a roll of 4+, Ranulf loudly demands that play halt whilst he investigates further.
  • On a roll of 1-3, the player manages to avoid the ref’s attention.
Once spotted by Ranulf in this way (and only in this way), the coach of the player that committed the Foul must choose one of the following options:
  • The coach may use a Bribe if one is available.
  • The player that committed the Foul may accept their fate and be Sent-off.
  • The player may attempt to argue with Ranulf! Ranulf will settle the argument with his axe. An Armour roll is made against the player, applying a +2 modifier to the result:
    - If the roll is higher than the Armour Value of the player, they become Prone and an Injury roll is made against them. The player is not Sent-off and no Turnover is caused.
    - If the roll is equal to or lower than the Armour Value of the player hit, the attack has no effect. The player is Sent-off and a Turnover caused.
"I'M NOT ONE FOR ARGUING!"
If Ranulf has been Induced for this game, even if he does not take part due to both coaches Inducing him, neither coach can Argue the Call – even the most argumentative of coaches can’t help but have respect for the charismatic Norscan.
Dwarf, Chaos DwarfTHORON KORENSSON0-1 Biased Referee0-1GW20 (DZ)Worlds Edge Superleague120,000 STRICT DISCIPLINE
Korensson is renowned for bringing strict discipline to the pitch which, when questioned, is backed up with extremely tough penalties. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
  • On a roll of 4+, Korensson has spotted the violation.
  • On a roll of 1-3, the player manages to avoid the ref’s attention.
Once spotted by Korensson in this way (and only in this way), the player that committed the Foul is immediately Sent-off. When a player is Sent-off in this way, their coach cannot use a Bribe but may attempt to Argue the Call. However, if a 1 is rolled on the Argue the Call table, not only is the player and the coach Sent-off, but one other randomly selected player belonging to the opposing team and that is currently on the pitch is Sent-off as well.
"SIT DOWN AND KEEP QUIET!"
If a Get the Ref result is rolled on the Kick-off Event table, roll again – it takes a particularly riled-up crowd to want to advance on Korensson.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannJORM THE OGRE0-1 Biased Referee0-1GW20 (DZ)Any120,000
80,000*
JORM DOESN’T LIKE CHEATERS!
Jorm is always on the lookout for dirty play, and misses very little. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
  • On a roll of 4+, Jorm has spotted the cheat and rolls up his sleeves to deliver his own form of justice.
  • On a roll of 1-3, the player manages to avoid the ref’s attention.
Once spotted by Jorm in this way (and only in this way), the player that committed the Foul is immediately Knocked Down. When a player is Knocked Down by Jorm, you may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
"SHUT IT, YOU HOOLIGANS!"
If a Get the Ref result is rolled on the Kick-off Event table, the normal effects are ignored – instead, Jorm goes into a rampage and starts tearing through the stands to teach the rowdy fans a lesson! Both teams reduce their Fan Factor for this game by -1 each time a Get the Ref result is rolled on the Kick-off Event table.
*80,000 GOLD PIECES FOR TEAMS WITH THE 'BRIBERY AND CORRUPTION' SPECIAL RULE.
Black Orc, Chaos Chosen, Chaos Renegade, Dark Elf, Dwarf, Elven Union, Goblin, Halfling, Human, Imperial Nobility, Lizardmen, Necromantic Horror, Nurgle, Ogre, Old World Alliance, Orc, Shambling Undead, Skaven, Snotling, Underworld Denizens, Wood Elf, Amazon, Chaos Dwarf, High Elf, Norse, Tomb Kings, Vampire, Daemons of Khorne, SlannTHE TRUNDLEFOOT TRIPLETS: BUNGO, FILIBERT AND JEPH0-1 Biased Referee0-1GW20 (DZ)Any80,000
40,000*
HEAVY-HANDED INCOMPETENCE
The Trundlefoot Triplets often try their best to partake in a bit of honest corruption, but all too often they fail. If any player on the opposing team commits a Foul but a double is not rolled when making either the Armour roll or Injury roll, roll a D6:
  • On a roll of 5+, the player that committed the Foul is Sent-off, exactly as if they had rolled a double (i.e., the opposing coach may use a Bribe if one is available and may attempt to Argue the Call).
  • On a roll of 2-4, the triplets, squabbling amongst themselves, miss the Foul.
  • On a roll of 1, however, the victim of the Foul is Sent-off as if they had committed a Foul and rolled a double!
"SMART PLAYERS ARE WELL-BEHAVED PLAYERS!"
At the start of each drive, after both teams are set-up but before the kick-off, roll a D6. On a roll of 6, one randomly selected player on the opposing team that is not being Marked becomes embroiled in a pointless argument with the triplets about their kit. The player is immediately Placed Prone and becomes Stunned, representing the time wasted arguing.
"THEY DON’T LOOK HAPPY!"
If a Get the Ref result is rolled on the Kick-off Event table, the triplets make themselves scarce and will play no further part in this game. In addition, each team also gets a Bribe as normal.
*40,000 GOLD PIECES FOR TEAMS WITH THE 'HALFLING THIMBLE CUP' SPECIAL RULE.